Cthulhu Project : Let's Make Unmaintainable Code

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Ranguna259
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Ranguna259 »

*Ranguna uses Balm of Life (search Balm of Life in the link)*

This is a really good idea, but it.. died ?
Who wants to create the organization ? (we'll be using github since teams can have unlimited number of members at the price of 0 Gold) If no one offers then I'll create one, be worned thought, I still know very few about github so I might make some mistakes :megagrin:

BTW Lua introduced goto statements in Lua 5.2 but does LÖVE have that version ?
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veethree
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by veethree »

Ranguna259 wrote:BTW Lua introduced goto statements in Lua 5.2 but does LÖVE have that version ?
I know 0.8.0 uses 5.1, and as far as i can tell the 0.9.0 changelog has no mention of lua 5.2. So no.
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slime
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by slime »

viewtopic.php?f=3&t=76646 says: "LuaJIT is now being used by LÖVE by default. "

LuaJIT does have a few features from Lua 5.2 enabled by default, but in general it was built on top of Lua 5.1's API.
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Ranguna259
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Ranguna259 »

Yep goto is in the list.
  • goto is a keyword and not a valid variable name anymore.
Tested it and it worked on 0.9.0, yey :crazy:

Before anyone creates a team on github we should know who is going to participate (right from the start), because I don't want to see a project like this with 0 members :|

If anyone participate I'll participate too.
LoveDebug- A library that will help you debug your game with an on-screen fully interactive lua console, you can even do code hotswapping :D

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slime
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by slime »

In regular LuaJIT 2.0 (which LÖVE uses by default in 0.9.0), goto works but it can also be used as a variable name, so as to not break existing Lua 5.1 code.
If you build LuaJIT 2.0 with a special flag enabled (which the versions of LuaJIT distributed by LÖVE don't have), then goto cannot be used as a variable name anymore, which makes it more compatible with Lua 5.2. That's the line you quoted.
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Ranguna259
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Ranguna259 »

Then we should add another rule, "goto" should not be used to name variables.
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[]

Post by bekey »

-snip-
Last edited by bekey on Fri Jan 24, 2014 2:23 am, edited 1 time in total.
love2d.org forum removal spell: http://pastebin.com/iVqJrbKN
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Nixola
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Nixola »

bekey wrote:Why is it so important to have goto anyway? Count me in tho.
This is the Unmantainable Code project, that's why
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Doctory
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Doctory »

Enough jibber jabber, lets get loving!

Code: Select all


function love.load()

end

function love.draw()

end

function love.update()

end
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Ranguna259
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Re: Cthulhu Project : Let's Make Unmaintainable Code

Post by Ranguna259 »

Not just yet ;) , people've said that we won't have a fixed theme but we could have a starter theme just to start up the code, using the basic LÖVE structure would be kind of vague, don't you think ? We'll need something more constructive, something that works like a mini game, a simple really small minigame, what do you guys think ?
LoveDebug- A library that will help you debug your game with an on-screen fully interactive lua console, you can even do code hotswapping :D

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